The Orange Box for 10 Bucks
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New Empire Total War Patch
Coming Next Week
AvP 3 Details
Euro Mags Talk
Re: Battlefield 1943 PC Delay
EA Boss Shares His Wisdom
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| - Six Days In Fallujah Screenshots | (50) |
| - Fallout: New Vegas Announced | (41) |
| - Duke Nukem Forever Reaches Milestone | (37) |
| - Pirate Bay Staff Sentenced To Prison | (35) |
| - Another Demigod Status Update | (31) |
| - Demigod Piracy Update | (31) |
| - Steam Weekend Deal: 66% Off The Orang... | (29) |
| - Best Sci-Fi Villians | (29) |
The TV campaign follows a controversial press campaign last month developed by the department in conjunction with Cancer Research, the British Heart Foundation and Diabetes UK, which outraged the UK games industry.
Last month's press ad showed a small boy slumped in front of a sofa holding what appears to be a PlayStation controller alongside the headline "Risk an early death, just do nothing".
We've heard talk of a sequel. How do you plan to transition your fan base to Guild Wars 2?
I think we can say Guild Wars 2 will have many things we wanted to do in Guild Wars, but done better. I think it's also valid to say that since Guild Wars 2 will continue the tradition of no monthly fee, there is no downside to our fan base playing both Guild Wars and Guild Wars 2 together. In that way, it is very much an extension of the Guild Wars universe and doesn't require the player to leave Guild Wars. On top of all that, we have the Hall of Monuments in Guild Wars, which is designed to allow players to carry the prestige of some of their Guild Wars achievements over to Guild Wars 2.
Universal Pictures has put the brakes on "Bioshock," the Gore Verbinski-directed live action adaptation of the bestselling Take-Two Interactive vidgame. The picture was in pre-production, but the studio has halted that effort--and let some production staff go--as Universal and Verbinski figure out a way to make the film at a more reasonable budget."We were asked by Universal to move the film outside the U.S. to take advantage of a tax credit," Verbinski said. "We are evaluating whether this is something we want to do. In the meantime, the film is in a holding pattern."
Verbinski and sources at the studio say they are determined to make the pic. Indeed, Verbinski (who has also been directing the Paramount animated film "Rango" with Johnny Depp) bowed out of directing a fourth installment of "Pirates of the Caribbean" so that he could direct "Bioshock" and produce under his Blind Wink banner.
All parties vow that "Bioshock" will not become another "Halo," the live action adaptation of the Microsoft game that was going to be turned into a film by U and Fox until both studios got cold feet and cancelled the deal over budget fears.
It's safe to say that Zeno Clash wouldn't work as a big budget game from an established studio; it's far too different from convention, which would mean it's far too risky a project for them. But it's a perfect example of how some of the best and most original ideas are coming out of independent teams that have talent and passion and can take risk because they're not gambling with tens of millions of dollars. Zeno Clash sticks with you long after you play it, and that's a compliment many games aspire to have associated with them.Another reason that Zeno Clash works is the fantastic look of the game, which goes to show that art design is as important as programming prowess when it comes to creating distinctive visuals. It's like nothing else out there, from the candy-colored palette to the dreamlike environments. There's stuff here that sticks in your head as well, like a giant, beached, sawtooth whale to the characters, some of which look like exiles from Tim Burton's dreams. The voice acting is surprisingly good, though a bit stilted. That may be due to possible translation issues.
Final Score: An 'Impressive' 8.4/10!
At first, the quirky nature of the story, and even of the story-telling, are captivating and encourage the player to dig deeper into the mystery and start putting the pieces together. The trouble is that things don't really come together soon enough to keep the mystery interesting. Even after playing for several hours, we're no closer to figuring out what's going on. We've heard that the ultimate resolution manages to tie most of the elements together in a neat little package, but since we hit a massive no-clip bug about two-thirds of the way in, whether the ending is great or not is kind of a moot point. In any case, the game needed to have solved at least a few of the mysteries before we gave up on it.At first, the quirky nature of the story, and even of the story-telling, are captivating and encourage the player to dig deeper into the mystery and start putting the pieces together. The trouble is that things don't really come together soon enough to keep the mystery interesting. Even after playing for several hours, we're no closer to figuring out what's going on. We've heard that the ultimate resolution manages to tie most of the elements together in a neat little package, but since we hit a massive no-clip bug about two-thirds of the way in, whether the ending is great or not is kind of a moot point. In any case, the game needed to have solved at least a few of the mysteries before we gave up on it.
Final Score: A 'Passable' 6.0/10.
It’s Friday not and we’ve got the Demigod update out. So what’s new?The disconnect threshold has been increased which should hopefully decrease in-game disconnects Various timing changes in-game to make connecting to games more effective What isn’t in this update:
The disconnect issue when joining a skirmish game. Highly frustrating. It’s some sort of timing issue where it’s just thinking people are too slow. GPG is working on this and we hope to have another update early next week. This is not the update with the Proxy Server setup. That’s also for next week. So if you simply cannot even see other players, this update won’t fix that, that’s something we’re going to try to get into next week. But I have a feeling that a lot of people were having timing issues which hopefully, at least in custom games, this version helps. We initially had a new NAT fascilitator which addressed quite a few things but quickly discovered that it wouldn't scale well to the # of users trying to use it thus creating a deadlock so we had to pull it. We'll give it a go again on Monday. We apologize for the delay on that. We’ll be around this weekend to see how things go. Good luck and thank you again for your patience.
As is customary, Brad also released a status update:
The big update we were working on to get up this week went down to the wire which was a new NAT facilitator that made joining games extremely fast and extremely robust.Since we’re doing some of this on the fly, we obviously didn’t get to stress test scale. And so what works great for say 50 people testing things out fell apart when a few thousand people jumped on.
We had considered that possibility so we had an alternative, more conservative build already wound up and flipped the switch on that. But the result is that the progress for those having connectivity issues in MP was not as far as we had hoped.
Gas Powered Games and Stardock are taking the weekend off to try to recharge a little bit. There is high confidence on both teams that those people having problems connecting will see their problems resolved shortly.
Like those of you running into those kinds of issues, I get frustrated at this kind of thing. Tonight was particularly tough since it was working so well.
We appreciate your patience and on behalf of everyone at Stardock and GPG, have a good weekend and you have our dedication.
Hopefully next week we can start talking about additional Demigods.
In the meantime, I hate to have to recommend a third party program but Game Ranger does work pretty well as long as you’re playing other people with the legitimate version.
And finally, if you're interested in bee-keeping and miniature turtles, check out Brad Wardell's latest video.
Presumably this is for StarCraft II, but you never know, it may be Diablo III or World of StarCraft...
In related news, Dawn of War II 3v3 matches have also been experiencing extreme problems since the release of Microsoft's aforementioned Live update...
QotD: If you could bring back one television show from the dead (one that was either cancelled or had just run its course), which show would it be?
I think Firefly was cancelled way before its time. I would say X-Files but it stunk too bad towards the end. I'm sure there are plenty, but a couple of others that come to mind are... Wonderfalls, Journeyman, and does anyone remember that show called "Earth 2"? I dug that, but it only lasted one season back in '94. Another one is Jericho, but I think they could have done so much more with that show.
Fun Facts For Saturday
Friday. Generally a day of superstition, you may have come to associate it with these updates. We can't tell if that's a good or a bad thing. Either way, for many of us here at the studio, another workweek is coming to a close. That's good any way you slice it.There's not much new news coming down the pike for you this week. In fact, there's really not any news at all. Most of what you're going to read below is jibber jabber about the present day hotness, Halo 3. And what's wrong with that? We're in that nice, gentle, post-Mythic wake, rolling along towards...well, towards stuff we don't have any news about.
Since you'll be asking anyway, we'll answer. Fall 2009.
Strong Bad's Cool Game for Attractive People features Strong Bad—the loudmouthed, wrestling-masked star of the ongoing Strong Bad Emails shorts at Homestarrunner.com—in a series of five games akin to interactive cartoons. The data portion of this hybrid DVD contains all five episodes playable on PC, as well as an MP3 soundtrack sampler and desktop wallpapers. The video portion includes game trailers, the complete "Behind the Bad" documentary series showing how Strong Bad himself collaborated with Telltale on the game, footage from Telltale's "Make a Scene with Strong Bad" panel at last year's Penny Arcade Expo, cartoon shorts, and a barrage of hidden surprises.
According to Gamefly's numbers, it mails out 590,000 games and receives 510,000 games back from subscribers a month. The company sees, depending on the mailer, between one and two percent of its games broken in transit. "Testing by GameFly and Postal Service personnel has revealed that breakage occurs during the processing of DVD mailers on Postal Service automated mail processing equipment," Gamefly states.While some amount of theft and breakage is to be expected, Gamefly claims it has tried working with the Post Office to reduce the problems, to no avail. Further, the "solutions" still lead to broken discs, even with a significant increase in the cost of postage. Gamefly claims that mailers from Netflix and Blockbuster are treated better than their own product.
"On routine visits to multiple Postal Service facilities, GameFly’s employees have observed that a large percentage of mail pieces from Netflix and Blockbuster are culled from the automated letter processing stream," the complaint states. "GameFly has asked the Postal Service to give GameFly’s DVD mailers processing on terms and conditions comparable to the terms and conditions offered to two larger DVD mailers, Blockbuster and Netflix. The Postal Service has not done so."
Now that Blockbuster has began to offer video games for rental through its mailing service, a large problem has been created for Gamefly. "As a result of this initiative, GameFly now faces direct competition from a rival that is larger and longer established and which, because of the preferential treatment given by the Postal Service, enjoys a substantial cost advantage in the distribution of its DVDs to consumers."
The final version of the patch has gone into beta community testing, and we're going to test it over the weekend. We had hoped to have it on general release tonight but it was felt there should be longer dedicated to international version testing.There are over 70 bug fixes in this upgrade, plus a tonne of balance and feature tweaks.
Some of the key game breakers that were fixed include: Fixing the crash caused by AI capturing a ship after naval combat. Loading battles from a savegame have been fixed. We've also corrected the bug whereby reinforcements entered the battlefield from the wrong direction. We've tweaked some of the unit balancing. Fixed the 'port selection' crash when selecting a port in North America as Great Britain, we fixed a crash on building capture notification, we fixed the 'stuttering loading bar' issue and the mid-battle crash related to audio. We fixed the garrison outisde playable area crash during land battles. We also fixed the crash caused by certain factions attempting to assasinate gentlemen inside a school. We also addressed the hang loading into battle problem.
The new naval group behaviour and collision avoidance logic is all in, and the new naval combat group UI is also up and running. The dreaded 'Indian pathfinding campaign save' corrupt bug was isolated and fixed, removing one of the big save game corruption issues. We've removed the zone of control for navies blockaded inside ports and also changed the shader model 2 fixes for shadows on the campaign map.
We hope to have this gameplay upgrade out the early part of next week following the weekend's testing, meaning hopefully, you'll all see a marked improvement.
I'd also like to take this opportunity to talk about Naval invasions if I may. The technology behind naval invasions is actually really rather heavy and is still causing some issues. The gameplay upgrade will make naval invasions possible but they will be rare. The AI now has a proper mechanism for the planning involved and can execute that mechanism when required, however increasing its frequency is a balance issue we haven't been able to get fixed in time for this upgrade. So in short, naval invasions are now possible and may occur, but they will not be frequent, which means we have to up that likelihood.
As a ray of hope to those concerned with this issue, I've seen the work we're doing on the AI for the next patch coming on leaps and bounds. There are a large amount of significant performance fixes that we're working on for the upcoming upgrade, this included. The primary purpose of the gameplay upgrade that will be released next week is to fix the AI aggression issues, remove the vast majority of game breaking crashes and tweak the unit behaviour whilst laying groundwork for naval invasions.
Again, many thanks for your patience. Hopefully you'll all be discussing these changes next week.
In other news, the studio kicked out an Empire: Total War 'bloopers' trailer:
Pandemic Studios invites you to experience the ultimate open-world action/adventure—as The Saboteur. Fight, climb, and race your way through a uniquely stylized version of Nazi-occupied France, and hunt down your sworn enemies who have taken everything from you. Enter the seedy underground world of a saboteur living in 1940s Paris, where the women are sexy, the missions are epic, and the revenge is satisfying.You can visit the official Saboteur website here.
Play as Sean Devlin, a street-tough Irish racing mechanic seeking personal redemption in the first open-world action game set in Nazi-occupied Europe. Now, it's time for payback—with the help of the French Resistance, British intelligence, an arsenal of weaponry, and your own street smarts and brawn, you must exact revenge on those who aimed to destroy your life. Motivated by retribution and armed with tactics of sabotage, blow up zeppelins, derail trains, implode bridges, destroy armored tanks, and level enemy facilities in the name of vengeance.
General Fixes:When spectating, buy menu won't switch tabs Occasional HUD buttons displacement Shoot + Zoom exploit with Sniper Rifle Potential renderer crash Score limit is correctly calculated in PowerStruggle Vehicle damage direction display Server crash when using last purchase to repeatedly buy vehicles Updates & Improvements:
Added health bar of player who just killed you Added automatic respawning in Instant Action/Team Instant Action, defaults to 20s after death Added new visual hit indicator asset - shows whether you hit a player or a vehicle Various messages for accessibility improvement Reworked options menu Added new map: Ruins Balance:
Increased melee damage, and improved its consistency
Aion began charging users an hourly rate for the NSsoft Korea-developed game with the April 16 release of the game's "Yao Sai Pan Long" scenario, with over 1 million players paying for at least one hour of gameplay between that date and April 19.Shanda made a statement on the popularity of the game's closed beta earlier this month, with CEO Diana Li saying "We are very pleased with our users' overwhelming response to and the popularity of Aion during this short period, which we believe further validates the success of our multi-channel strategy to source content for our games portfolio."
Despite the game's early success, Deutsche Bank downgraded Shanda from Buy to Hold on April 20. According to StreetInsider.com, the reasons cited were player concerns about a lack of in-game content, the cost of play, and the game's demanding minimum hardware requirements.
Mezmer Games today confirmed the official release date for the upcoming arcade-RTS game Stalin vs Martians, in which you fight as the Soviet Union’s Red Army to defeat the Alien invasion of 1942. The battle begins on April 29, 2009. The game is a joint development of BWF, Dreamlore Studios and N-Game Studios.Stalin vs. Martians, as the name suggests, is a game both masterfully trashy and absolutely over-the-top. Fun and accessible, it takes a simple arcade-like approach to the genre of real-time strategy. The player controls the Red Army, as it defends Earth from the Martian Invasion of 1942, a highly classified military operation which even today remains a closely guarded state secret. Stalin himself conducts the mission briefings and later even becomes a playable unit.
“The game is ready for deployment,” said Tom Söderlund, Executive Producer at Mezmer Games. “Fans of historically inaccurate World War II games everywhere will rejoice.”
Impulse has the game on pre-order sale, priced $15.95.
On July 14, European and North American gamers will be able to pick up their copy of Champions Online and dive into a massive world of super powered heroes, villainous Nemeses, ancient gods, underwater civilizations, alien invasions, and much, much more!From Cryptic Studios, the creators of the acclaimed City of Heroes and City of Villains, comes one of the most exciting new MMOs of 2009... Champions Online! Powered by the groundbreaking Cryptic Engine and based on the award winning Champions setting from the HERO System of pen & paper role playing games, Champions Online taps into a rich and established universe of heroes, villains, and intrigue.
Champions Online takes the MMO genre to new heights with fast paced, “real time” action combat. This high flying action delivers a heroic feeling unlike anything experienced in another MMORPG, while the total customization of character creation takes the experience to the next level. Choose from thousands of costume pieces, body types, and modifications for a level of personalization never before imagined. Create unique power sets to break outside the prison of class archetypes – players can even choose the appearance, and style of their powers to complete their vision.
While players transform into the ultimate hero, the Nemesis system lets Champions Online’s powerful customization tools craft an enemy of the extreme opposite, a villain of nightmares. This ultimate adversary will appear throughout a hero’s career, and even form diabolic supergroups to bedevil other players throughout the universe.
Champions Online brings epic heroism back to the MMORPG genre, with depth to challenge the most experienced online gamers and fast paced action to engage new entrants to the genre. Champions Online promises to redefine online gaming, now the only question is… What hero will you be?
Allods Online will feature classic fantasy MMORPG gameplay that fans of the genre’s most successful titles can enjoy. It features extensive questing, intense player-versus-player combat, grand exploration, in-depth character development and plenty of social interaction. In the Astral, players will have the chance to put their wits and brawn to the test in larger-than-life Astral battles, the game’s giant fights between competing ‘Astral ships’ manned by multiple players. Adventurers from all over the world will have to choose between six races and eight character classes before choosing their allegiance between the two warring factions: the League and the Empire.With over 12 million USD in funding, Allods Online is the best-funded Russian game development project in history. In addition, the team behind the title at Nival Online recently received the Best Online Game & Best Game Developer award at the 2008 Russian Game Development Conference.
“We have spiced up a full-blown fantasy MMORPG with the most compelling elements of space opera and science fiction, with epic battles between huge Astral ships,” said Sergey Orlovskiy, founder of Nival Online. “At the same time, we are keeping a deep focus on characters. Allods Online is not about Astral ships, but about the people on them.”
Sign up to the closed beta on the official Allods Online website.
Zen Studios has already released pinball games on the Xbox 360, Nintendo DS, and iPhone, but it's finally getting around to the PlayStation 3 this spring with Zen Pinball. From what we've played so far this looks to be a full-featured silver ball simulator that should appeal to flipper fanatics. Four tables are included in the initial download -- El Dorado, Shaman, Tesla, and V12 -- each with extensive rule sets and secrets to be found. These are original pinball tables, not digital recreations of what you might find at your local arcade (just kidding: we know arcades have been extinct for hundreds of years). Zen Studios says more tables will be made available for download on a regular basis.
In Single player, the game allows BOY to eat another BOY as well as people and animals, etc. In Multiplayer though, eating everything has some funny consequences. For example, if the head of a 1P BOY eats the rear of a 2P BOY, the two players end up with a combined BOY.Head: Player 1
Rear: Player 2This could be very confusing because one BOY is controlled by two players. Moreover, the fact that the game is compatible for up to four players could bring even more chaotic situations. Doesn’t that sound fun?
We are almost there. Please be a little more patient.
An essential sport franchise, Pro Cycling Manager is back in a more polished than ever form to please fans of the popular series. This new edition, developed by the French studio Cyanide, promises to be the most exciting of all. It will include the most famous Tour de France 2009 faithfully reproduced in detail and for the first time the Spanish Tour (La Vuelta) which has become an official competition in the game.Pro Cycling Manager – Tour de France 2009 is the perfect mix between management and sport simulation. It puts you in the shoes of the general manager of one cycling team. Choose one of the 65 official cycling teams or create your own team from scratch using the new team creation system! You will be required to handle everyday aspects of this position: Choice of the teams, transfers, trainings, finances, gear or searches for new talent… many various missions are required to position the most competitive team on the starting line.
During the 180 races playable in real time 3D, you intervene directly to guide your cyclists. It's up to you to define the best strategies and tactics to win the race.
The management aspect of Pro Cycling Manager and its famous carrier mode offer many novelties and improvements for a richer game experience. General Managers can now freely create their own team, choose their secondary sponsors as well as identify and target new recruits thanks to an ingenious point system. They will also benefit from novelties like never-before-seen, customizable objectives, a new way to manage finances and a more realistic transfer AI… all these elements allow the game to be deeper and richer than any other.
The race is also packed with innovations. It has a new and more ergonomic game interface, and an improved AI to allow more realistic-than-ever behaviors from the cyclists. An amazing effort has been put into the legs' screenplay and rendering. The result has never been so beautiful and immersive. Water, vegetation, spectators, animations are some of the elements that have been reworked with a concern for realism in order to offer nicer and more beautiful stages to the players.
Last year's acclaimed track cycling mode is back: it includes 4 new explosive events that are discoverable in the game's new velodromes. Scratch race, flying 200m time trial, points race and omnium join last year's time trial, keirin and elimination to bring hours of intense gameplay.
Pro Cycling Manager – Tour de France 2009 will be released on PC in June 2009.
It seems a bit surreal that we're talking about the fourth anniversary of Guild Wars already. It must be longer for you, though, as the game was in development for a while before its launch, and a concept before then. Just how old is the franchise, technically?We started developing Guild Wars shortly after founding the company in 2000, so we've actually been working on it for about nine years now. We invited the first external alpha testers to start playing the game with us in April 2002, so they've been playing the game for seven years.
Another fun statistic is that we did the first full build of the game in October 2001, which was 2,750 days ago, and since then we've done 27,500 builds.
What were the origins and inspirations for Guild Wars? Blizzard games are an obvious example, considering the roots of ArenaNet. But what were the driving thoughts behind the game's formation?
Before Jeff, Pat, and I left Blizzard and founded ArenaNet, I was working on Warcraft III and Jeff was working on World of Warcraft. We often commented about how the two game genres borrow from each other. A strategy game is more fun when it's infused with roleplaying elements that give the player an emotional connection to the world, and a roleplaying game is more fun when it provides ways to compete with your friends and see whose character is better. It was natural for us to look for a game that could blend both genres.
At first it seemed like an impossible task, because online RPGs are all about persistent character progression, and persistent character progression seems like the last thing you want in a strategy game. We used to compare it to a chess game where whoever had been playing chess longer got to start the game with two queens. Who would play a game like that?
But one day in the summer of 2000, we realized that blending persistent character progression with strategy would be perfect. Instead of progressing your character by leveling up, you progress by collecting more spells and abilities, which don't make you strictly more powerful but do give you a wider variety of strategies that you can pursue. And that's how Guild Wars was born.
So today we got a pretty good new update from Gas Powered Games that we’ve been testing with today.A lot of the changes have to do with tolerances. How much time should the game wait for others to join before it assumes they’re too slow and kicks them out before the game even starts? How much time should it wait for someone to join a lobby or a game before it says “No, they’re not going to get in?” and blocks them?
So today we played a lot of games with the new build and saw a lot of improvements. Thanks to tricks we’ve picked up from last week when the servers were being crushed, we have gotten a lot better at simulating peek server hours where the connection stuff is most likely to fail.
Right now, the issue we’re trying to fix is where people join a custom game and because they joined at the same time, they are not connected to each other. That’s what we’re play testing right now and the results look very promising.
Developing Games Is Like A Strategy Game
Like a strategy game, I’m in the unpleasant position of having to make choices on what people work on and what doesn’t.
If, by now, you have concluded that Demigod is an unusual game in many ways, you’re right. Typically, the publisher (Stardock) releases the game, collects data and sends them off to the game’s developer (Gas Powered Games) and waits for a “patch” which the publisher then puts through QA and then releases.
Demigod, as you probably have surmised, has been developed differently. Early last year, I pushed for Demigod to have more single-player elements. But over time, it became clear that everyone involved (at both Stardock and GPG) really enjoyed it more as a multiplayer game. But in my mind, if you’re going to do that, you need to have lots of cool things like match making, and tournament stuff and long-term expandability.
That’s where Stardock started getting involved in development little by little. At first, it was just a single developer. Then another, and then another. Pretty soon, we were adding overlays to present more player data, developing a friends list and other community features along with a multiplayer match-making, pantheon stuff, etc.
Stardock and GPG get along great. But you are talking about two veteran development teams working on some pretty sophisticated stuff at great distances. That’s where I’ve increasingly become involved in pressing both Stardock and GPG development teams on what needs to go in when. So if you have an issue with Demigod, don’t blame anyone but me because since the game’s release, I’ve essentially taken on the overall development prioritization for good or ill.
Ramifications
So for example, we know that most people can connect to other people. We know this for a fact. The problem is that for a significant percentage of people, it’s #$%# flakey.
You know what I mean. You set up a custom game and it becomes a fiasco getting people into that custom game because people aren’t connected. Or you try to get a pantheon game going and players get kicked out or you end up with 2 on 2 with a bunch of bots. Or the same thing with skirmish.
And then there’s the people who just get NAT failed messages or who just can’t connect no matter what.
I’ve gotten a lot of email telling me that I’m “killing Demigod” because I keep making things out to be “worse than they are”. It’s not my job to paint a happy picture. I’m an engineer, not a marketer. And I hang out enough on the chat channel and on the forums to know that the problems mentioned above are real, must be addressed ASAP!
So anyway, during this week the big architecture change going on is the UDP proxy server setup. But IT has told me that it will take a few days to do proper load testing on it (i.e. what happens when there’s 20,000 people on there?)
But the tactical things I’ve been focusing Stardock/GPG onto this week are fixing the connection issues for those who play but find the game flakey, making Pantheon and Skirmish not have bots in them if people have experience, working on the favor point tracking, etc.
Since I have only N developers at Stardock and M at GPG, that means that if I’m focusing them on those things, other things will go more slowly (including the Proxy stuff).
Tonight’s Build Is Being Tested
So like on Tuesday, we do have a new build, this one much more significant because it includes a new Demigod.exe too, but we’re testing it and since it’s 9pm as I write this, it’s not a good idea to put it up this late so it looks like it’ll be tomorrow.
Possible Solution: Game Running Slow
We uncovered a bizarre but reproduceable scenario where Google Desktop running while Demigod was running caused Demigod's framerate, particularly in MP, to absolutely tank. It comes across as making the game extremely laggy (i.e. fine for 3 seconds, then a pause, etc.).
We don't know why this is, but I wanted to make sure you guys are aware of it.
Status Updates Long Term
I’ve read comments that some people do like these status reports. Since we’re starting to come to the end of the serious connection problems (it may not seem like to some externally but it really is getting pretty close) I was wondering if people would like to continue to see these things when we start to talk about ideas for new Demigods, new items, new multiplayer modes, how you’d like to see clans and groups and friends handled. I really don’t mind doing these but obviously don’t want people to get sick of reading these walls of text.
Cheers all and see you tomorrow!
Onlinewelten: You like poker, you play Fable 2 and Fallout 3 and you love your football team - the 49ers. That doesn’t sound like a big MMO-fan. Why did you choose to go further into the MMO-direction after your job at Blizzard?Bill Roper: Now see, I disagree that I don’t sound like a typical MMMO fan. I sit in guild chat all the time and we talk about sports and console games we also play. And I’ve played in some poker tournaments with plenty of other MMO players – and this is the really exciting part of where our industry and the genre is going. MMOs are more popular and mainstream than ever before, which gives us the opportunity to reach far more players than we ever used to be able to. I’ve played MMOs for years, and to be honest, working on a huge, open world that can keep evolving after the launch of the initial game is really the dream of most game designers.
“We are humbled by how gamers have responded to Guild Wars over the past four years, and we are proud that the game and its community have helped to continually shape, define, and expand the genre,” said ArenaNet studio head Mike O’Brien. “Our subscription-free business model has proven to be a big hit with gamers, bringing an enormous and diverse online community to the game.”
By now I'm sure you all have Guild Wars, so um, keep on keeping on.
Theatre of War 2, covers the events of 1943 during the operations in Tunisia. Players have the option to lead the German Afrika Korps of Rommel in their last full-scale attack or be at the head of the opposing English and American armies, led by Montgomery and Eisenhower, during 15 missions in three campaigns.You can download a demo here.The game presents more than 40 types of different vehicles, new types of units, improved graphics and sound, a new advanced visual system taking into account the observation angle or smoke screens, combat inside buildings and hand-to-hand fighting, a brand new interface, improved soldier AI (e.g.soldiers independently search for cover) and an improved infantry damage system. Special attention is being devoted to multiplayer and user created missions.
Cases
Cooling
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Rat Lube
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Today's TGIF question:
What games topped your most played list last week?